﻿using SharpDX.Direct3D11;

namespace Cobra11Undercover.VertexStructures
{
    public struct C11UCVertexElements
    {
        #region Public Fields

        public static InputElement[] elements = new InputElement[]{
                // Vertexbuffer 1 Engine Standard
                new InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float,0,0, InputClassification.PerVertexData, 0),//Position
                new InputElement("NORMAL", 0, SharpDX.DXGI.Format.R32G32B32_Float,12,0, InputClassification.PerVertexData, 0),//Normal
                new InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float,24,0, InputClassification.PerVertexData, 0),//UV
                // Vertexbuffer 2 C11 Undercover
                new InputElement("TEXCOORD", 1, SharpDX.DXGI.Format.R32G32B32_Float,0,1, InputClassification.PerVertexData, 0),// UV1
                new InputElement("TEXCOORD", 2, SharpDX.DXGI.Format.R32G32B32A32_Float,12,1, InputClassification.PerVertexData, 0),// UV2
                new InputElement("COLOR", 0, SharpDX.DXGI.Format.R32G32B32A32_Float,28,1, InputClassification.PerVertexData, 0),// Diffuse Color
                new InputElement("COLOR", 1, SharpDX.DXGI.Format.R32G32B32A32_Float,44,1, InputClassification.PerVertexData, 0),// VertexColor
            };

        #endregion Public Fields
    }
}